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destroyable kits

Posted: 2010-06-02 03:01
by Scared_420
i would like to suggest the idea of being able to destroy kits with incindiary grenades,, its annoying when insurgents have a HAT in the city when someone loses their kit, if you destory the kit u should still have to wait the 5 mins so it can be spawnable again, likewise if its an enemy kit u destroy, if their is a cache nearby and u kill someone they have 5 mins to go retrieve their kit but if u kill them move onto their possition and then destroy it, would be more realistic as bluefor would confiscate the weapon from the dead enemy so they cant use it on them again,, any thoughts ?

Re: destroyable kits

Posted: 2010-06-02 03:59
by kanonator
There's already a solution in-game. That is picking up the kit and bringing it back to main. It's a big hassle to bring the kit where they won't find/get it, but it's an even bigger hassle to have your armor and transport support being shot down, so my squad never really minds picking it up ourselves and bringing it back. What you're suggesting makes this process more convenient. I think it's fine the way it is now. Besides, since you mentioned realism and how they confiscate the kits, confiscating weapons means carrying them yourselves. You can't carry a HAT kit (with the gun, a shovel, knife, dressings, whatever else the HAT/engineer kit gives you) while still carrying your own kit!

I hope I understood your suggestion correctly, I got lost a bit with the punctuation. Try using more periods more often.

Re: destroyable kits

Posted: 2010-06-02 04:01
by dtacs
I actually support this idea. When the M1A1 'Cojone Eh' was hit by an SPG-9 in Iraq the US destroyed them with hellfires and as far as I know, incendiary grenades.

Would make sense that such a valuable item such as a sniper or AT missile could be destroyed or made inoperable, such as bending the barrel or just screwing up the working parts like that guy did to the AK-47 in Generation Kill.

Re: destroyable kits

Posted: 2010-06-02 04:21
by Dev1200
Perhaps a "Destroy Kit" button, which when you drop your kit next, then it cannot be picked up. However, the kit remains on the ground, as the remains of the equipment can provide assistance to the team that finds it (When I say this, I mean it like "Oh, destroyed enemy AT kit here, this must be where they fired that AT missile from").

Re: destroyable kits

Posted: 2010-06-02 08:04
by Scared_420
it's not jus for HAT kits, im talking about saw's, marksman, everything. it is very annoying when you kill the enemy who has been hogging your teams kit and preventing your team from being able to request it again only to have to drop your own kit to take it all the way back to main. kanonator i dont agree with you at all, having to walk 10mins for one person noobness is time consuming and im playing the game to have fun not to babysit,i take abondoned vehicles back to main all the time however i am not going to walk all the way back cuz i killed the insurgent with the teams m249

Re: destroyable kits

Posted: 2010-06-02 10:33
by Boris.T.Spider
I would just have the knife do it to simulate the removal and pocketing of small but critical components from the weapons rather than using the valuable and noisy incendiary grenades. Also, burning an AT rocket sounds like an accident waiting to happen to me.

Re: destroyable kits

Posted: 2010-06-02 13:53
by Zoddom
i dont know if its already been suggested but my idea would be that the kit stops to exist as soon as the user died. i think its not a big deal if its not hardcoded.
that would also be a soltion for many other issues, p.e. when your squad had a marksman kit, the marksman dies and respawns you still get a squad limitation info. OR the thing with having many field dressings cause friendlies die all around etc
i just hate the update of the longer time kits exist in 0.9, its annoying. when i die with a special kit i want to be able to request it 10 min later and not to read "all of blabla...." cause the guy who killed me picked up my kit.

-> when youre down and you want your kit to dissappear, you should be able to destroy it by pressing "give up"
i mean, whats the point in existing longer than your wounded time? theres none.

Re: destroyable kits

Posted: 2010-06-02 15:15
by Boris.T.Spider
Zoddom wrote:when youre down and you want your kit to dissappear, you should be able to destroy it by pressing "give up"
i mean, whats the point in existing longer than your wounded time? theres none.
So it can be stolen, this is the risk you take with special kits. This is about recapturing assest from the enemy, I dont think the abllity to remotley destroy your kit when you realise it is about to be poached by an enemy was the aim of this sugestion.

Re: destroyable kits

Posted: 2010-06-02 20:01
by TheWhaleHunter
I think it would ruin Insurgency somewhat. Every medic and AR kit would be destroyed if they know they can't get back up. And people shouldn't bring HATs at all in Insurgency, if they do, admins should take care of that.

I'm not sure if you destroy your guns IRL so the enemy faction can't get a hold of them, but in long range battles on insurgency, the last guy standing on the Bluefor side could always deny the insurgents all the nice kits.

Having your kits stay brings a lot more tactics to the bluefor as well, as they need to be carefull if carrying stuff that could be dangerous in enemy hands.

Re: destroyable kits

Posted: 2010-06-02 20:06
by dbzao
This idea would bring a lot of exploits with it.

Re: destroyable kits

Posted: 2010-06-02 23:31
by goguapsy

Re: destroyable kits

Posted: 2010-06-03 05:29
by Scared_420
[R-DEV]dbzao wrote:This idea would bring a lot of exploits with it.
how about if you could only destory your teams requestable kits and not the enemies ?

Re: destroyable kits

Posted: 2010-06-03 10:08
by Saobh